oosyrag's Forum Posts

  • You might have other events or behaviors causing issues.

    dropbox.com/s/zk127tkxeez2kqq/pathfindingdebug.c3p

  • Is your event sheet linked?

  • You're doing something wrong. Pathfinding reaches max speed just fine in a minimal project. No idea what you're doing wrong with the information you've provided though.

  • The simplest way is to use the layout bounds with the scroll to behavior, it already does everything you want by default.

    Otherwise, you'll need to define your own bounds and margins. You'll need four bounds, top, right, bottom, and left. You'll also want two margins, horizontal and vertical, or you can simply use half the viewport height and width as your margins. You can use the clamp() expression to keep the final value within a minimum and maximum value.

    + System: Every tick

    -> System: Set scroll X to clamp(Target.X,LeftBound+(LayoutWidth÷2),RightBound-(LayoutWidth÷2))

    -> System: Set scroll Y to clamp(Target.Y,TopBound+(LayoutWidth÷2),BottomBound-(LayoutWidth÷2))

  • There is not enough information to even begin to guess what your problem is.

  • Your question is incomprehensible.

  • Use the system scroll to action.

  • Try adjusting your cell size and cell border lower.

  • First thing, don't use the tap gesture, it is unreliable. Use on tap instead.

    Secondly, for a toggle, you should use sub events under a single trigger, and use the else condition. Otherwise the second event will run at the same time as the first event. The event sheet runs top to bottom, so the first event results in the condition for the second to be true and the second event cancels out the first.

  • + System: Every tick

    -> Sprite: Set Bullet angle of motion to Self.Angle degrees

    Use a group to enable and disable.

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  • You probably didn't set it up correctly. Without seeing what you did, I have no idea why you failed either.

  • You might have a CORS issue. My understanding is that access control allow origin is set on the server, not in a request. That's like going to a door that is locked to keep out strangers and a stranger walking up and asking to have the door unlocked.

    Or slight possibility your text object is not large enough to fit the text as a single line so it doesn't show it.

  • You can use a common data helper object that is synced, there is a sync instance variable action in the multiplayer object.

    You can also have the host broadcast the message with the relevant information whenever it changes or when a new player joins, which is what I would recommend, as this variable is not something that needs to be updated 30 times a second.

  • Don't use the wait action. Use the timer behavior instead.